Search found 216 matches

by korova
Mon Aug 08, 2016 4:24 am
Forum: Ren'Py Questions and Announcements
Topic: Making dialogue be said once player stats are at a set level
Replies: 9
Views: 651

Re: Making dialogue be said once player stats are at a set l

I suggest this label results: if Grade_Score <= 0: t "Try harder next time. You scored 0/10." elif Grade_Score <= 1: t "I though you could do better than this. You got 1/10." elif Grade_Score <= 2: t "I think you could do better next time. You got 2/10." #etc ..... elif...
by korova
Thu Aug 04, 2016 2:48 am
Forum: Ren'Py Questions and Announcements
Topic: Increment a variable at each build
Replies: 2
Views: 371

Re: Increment a variable at each build

OK, thanks for the answer.

I guess I'll have to keep track another way, and be more focused about it... :roll: :wink:
by korova
Wed Aug 03, 2016 6:01 pm
Forum: Completed Games
Topic: Chocolate [KN][very short][fantastic, humour]
Replies: 0
Views: 1366

Chocolate [KN][very short][fantastic, humour]

I'm very excited (and very anxious) to present you my second Visual Novel "Chocolate ". I made the first version two years ago, only in French, but I've just made the final corrections to the English translation (and had it proofread by a native speaker) so it's time I present it to you, e...
by korova
Wed Aug 03, 2016 3:53 pm
Forum: Ren'Py Questions and Announcements
Topic: Increment a variable at each build
Replies: 2
Views: 371

Increment a variable at each build

I have no idea if what i wish is possible or not, so i'm asking the renpy specialists of this forum. I'd like that each time I make a build of my game (using the "building packets" feature of the renpy launcher), I can increment a variable in my game (persistent variable) So, is there any ...
by korova
Tue Aug 02, 2016 3:37 pm
Forum: Demos & Beta Testing
Topic: Clair Obscur [KN, experimental] need eng. transl. proofread
Replies: 2
Views: 1129

Clair Obscur [KN, experimental] need eng. transl. proofread

Hello ! I finally took up the courage to present a work I did a year ago and to try to translate it into english. This is where I need your help. My game was first written in french, but I'd like it to meet a larger audience. That's why I made a draft english translation. I think the text is underst...
by korova
Mon Aug 01, 2016 5:29 am
Forum: Ren'Py Questions and Announcements
Topic: calling a Pause screen
Replies: 2
Views: 474

Re: calling a Pause screen

You may try to add

Code: Select all

modal True
in your screen code (at the beginning) => this instruction prevent interaction to occur except in the active parts of your screen
https://www.renpy.org/doc/html/screens. ... -statement
by korova
Mon Jul 25, 2016 6:47 pm
Forum: Ren'Py Questions and Announcements
Topic: Scene/image interact help?
Replies: 2
Views: 270

Re: Scene/image interact help?

I suppose imagemaps could do the trick https://www.renpy.org/doc/html/screens.html#imagemap-statements I think there is a thread in the cookbook section to implement a point and click mechanism https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=13830 (actually it's a hidden object game macha...
by korova
Fri Jul 22, 2016 12:03 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED]How to color renpy.notify(str(num)) number?
Replies: 4
Views: 1289

Re: How to color renpy.notify(str(num)) number?

What about this ?

Code: Select all

 renpy.notify("{color=#ed2024}{size=12}[num] NEUS POINTS!!{/size}{/color}") 
or

Code: Select all

 renpy.notify("{color=#ed2024}{size=12}" + str(num) +" NEUS POINTS!!{/size}{/color}") 
(Not home right now, I can't test)
by korova
Sun Jul 03, 2016 6:14 am
Forum: Ren'Py Cookbook
Topic: [Solved]Imagemap indentation mismatch. Delete this ;_;
Replies: 2
Views: 825

Re: Imagemap indentation mismatch

The word "imagemap" must be strictly aligned with the word "window", on your screenshot there is a one space gap (imagemap is one space more on the right) indentation is very important in python and in Ren'Py too (based on python) In Ren'Py, blocks must be indented relative to th...
by korova
Tue Jun 28, 2016 6:03 am
Forum: Ren'Py Questions and Announcements
Topic: preferences screen with multiple language option ?
Replies: 3
Views: 4190

Re: preferences screen with multiple language option ?

I think I have a solution for your preference menu issue : you have to use screen language to achieve what you want, not persistent variable. You have a screen language action to change language https://www.renpy.org/doc/html/translation.html#translation-actions-functions-and-variables So you should...
by korova
Tue Jun 21, 2016 4:31 am
Forum: Ren'Py Questions and Announcements
Topic: Extracting character name colour
Replies: 5
Views: 1266

Re: Extracting character name colour

I did that several times. So how do I do that ? Well, I define a variable that takes the color, and then use this vatiable any time I need the color to be used. define couleur_samsara = Color("#00aad3") Here is my character definition define moine = Character(None, what_color = couleur_sam...
by korova
Sat Jun 11, 2016 2:40 pm
Forum: Ren'Py Questions and Announcements
Topic: Menu(not global or main) customizations with styling?
Replies: 4
Views: 604

Re: Menu(not global or main) customizations with styling?

Why don't you use the same styles in your new menu and your main menu ?

Code: Select all

    window:
        style "mm_root"

Code: Select all

    frame:
        style_group "mm"
by korova
Sat Jun 11, 2016 1:43 pm
Forum: Ren'Py Questions and Announcements
Topic: Take screenshot and reuse it later
Replies: 1
Views: 945

Take screenshot and reuse it later

Hello people ! I'd like to know if it's possible to take a screenshot of the game, save it somewhere, in the images folder for example, and reuse it later, for example in a screen. I tried to use the renpy.screenshot() function , but I didn't succeed, it seems that no screenshot is saved anywhere. D...
by korova
Sun Jun 05, 2016 6:20 am
Forum: Ren'Py Questions and Announcements
Topic: Navigation through submenus?
Replies: 2
Views: 875

Re: Navigation through submenus?

You can treat your menus as labels by adding a label to them, like this label shop_items: menu: "make_up": menu: "short hair": menu short_hair: "red lotion (200 cr.)": if money>=200: $ money -=200 "you've bought red lotion!" jump short_hair #now I'd like it to...